#version 150 core

uniform sampler2D diffuseTex;
uniform float alpha;

in Vertex{
	vec2 texCoord;
} IN;

out vec4 gl_FragColor;

void main(void){
	vec4 tex = texture(diffuseTex, IN.texCoord);
	//vec4 tex_subsample = texture(diffuseTex, IN.texCoord * 4.f);
	
	//tex.a = alpha;
	
	//if(tex.a == 0){
	//	discard;
	//}
	
	//vec4 mixTex = (tex + tex_subsample) / 2;
	
	//mixTex.a = 0.1f;
	
	//tex.a = alpha;
	
	gl_FragColor = tex;
}